QuestionAimbot - wrong high, team check

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Aimbot - wrong high, team check
Hey guys
I got my aimbot now work

But i have got 2 BIG problems......

1.It aimes at the wrong heigh
So i show u my code how i do this. When the enemy is near me it aimes right:
[html]D3DXVECTOR3 Pos, Screen, Pos2(0.5, -1, 0), Pos3;
Pos = MyGetObjectMaxPos(fx->Object);
Pos3 = VectorAdd(Pos,Pos2);
IsTargetInFieldOfView(MyGetObjectMaxPos(pPlayerMan ager->CameraObject), Pos3);
[/html]
I know i must use a distance number but how?

2. and bigger problem - The enemy check
I tested ALL things. But no work. I use gellins classes:
[html]
#ifndef _ENGINE_CLASS_
#define _ENGINE_CLASS_

//CShell Entry Point
#define ADDR_CSHELL_BASE 0x37100000

//SFX ID's
#define SFX_NADE 0x13
#define SFX_PICKUP 0x17
#define SFX_CHARACTER 0x18
#define SFX_MAX 0x3B

//CShell.dll
#define ADDR_MTBWCRET 0xMYUPDATEDWORKINGADDYS
#define ADDR_WEAPONMGR 0xMYUPDATEDWORKINGADDYS
#define ADDR_L***BASE 0xMYUPDATEDWORKINGADDYS
#define ADDR_LOCALPTR 0xMYUPDATEDWORKINGADDYS
#define ADDR_BUILDFONT 0xMYUPDATEDWORKINGADDYS
#define ADDR_FILLFONT 0xMYUPDATEDWORKINGADDYS
#define ADDR_FONTECX 0xMYUPDATEDWORKINGADDYS
#define ADDR_GETCONSOLEINT 0xMYUPDATEDWORKINGADDYS
#define ADDR_WEAPON_RANGE1 0xMYUPDATEDWORKINGADDYS
#define ADDR_WEAPON_RANGE2 0xMYUPDATEDWORKINGADDYS
#define ADDR_GCS 0xMYUPDATEDWORKINGADDYS
#define ADDR_LTCOMMON 0xMYUPDATEDWORKINGADDYS
#define ADDR_GETFONTHAND 0xMYUPDATEDWORKINGADDYS

//FPS
#define ADDR_FORCEFPS 0x37812DE0
#define OFF_FPS 0x0000DA00

//Engine.exe
#define ADDR_D3D 0x90AF20
#define ADDR_W2S 0x4913C0
#define ADDR_DRAWPRIM 0x7FF010
#define ADDR_CURSORCENTER 0x7E943C
#define ADDR_CONSOLEUNWRAPPED 0x485E10
#define ADRR_INTERSECT 0x470AE0

//ClientFx.fxd
#define ADDR_CLIENTFX 0x66F34

class cLTCientShellBase;
class cLTClient;
class cLTDrawPrim;
class cGameClientShell;
class cLTModel;
class cLTCommon;
class cLTMessage;
class cFont;
class cPlayerMgr;
class cWeaponInfo;
class cWeaponMgr;
class cClientWeapon;
class cObjName;
class cBaseFX;
class cCharacterFX;
class c_player;
class cLTMessage;
class cLTBase;
class cClientInfoMgr;

typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);

struct IntersectQuery
{
D3DXVECTOR3 Start; //0x0000
D3DXVECTOR3 End; //0x000C
char unknown24[12];
unsigned int Flags; //0x0024
ObjectFilterFn FilterFn; //0x0028
void* FilterIntersectParam; //0x002C
ObjectFilterFn FilterIntersectFn; //0x0030
void* FilterParam; //0x0034
void* PolyFilterParam; //0x0038
//PolyFilterFn PolyFilterFn; //0x003C
};

class cSFXList
{
public:
unsigned long unk0;
unsigned long* List;
unsigned long unk1;
int Num;
};

class cSFXMgr
{
public:
cSFXList SFXList [SFX_MAX];
};

struct IntersectInfo
{
D3DXVECTOR3 vImpactPos; //0x0000
char unknown12[16];
int* hObjImpact; //0x001C
DWORD nSomething; //0x0020
DWORD nSomething2; //0x0024
DWORD nSomething3; //0x0028
};

struct Transform
{
D3DXVECTOR3 Pos;
unsigned char Space [0x100];
};

struct Screen
{
int x;
int y;
};

struct VERTS
{
D3DXVECTOR3 pos;
unsigned int rgba;
};

struct SHAPE_RECT
{
VERTS Right[3];
VERTS Left[3];
};

class cLTClientShellBase
{
public:
cLTBase* ILTBase; //0x0000
char unknown4[16];
cLTDrawPrim** ILTDrawPrim; //0x0014
char unknown24[4];
cLTModel** ILTModel; //0x001C
char unknown32[136];
cGameClientShell* ILTGameClientShell; //0x00A8
};

class cLTBase
{
public:
cLTClient* ILTClient; //0x0000
char unknown8[96];
bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo ); //0x0064
char unknown104[28];
unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut ); //0x0084
char unknown136[384];
unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand ); //0x0208
int*( WINAPIV *GetClientObject )(); //0x020C
char unknown528[16];
unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale ); //0x0220 0x46D530
unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale ); //0x0224 0x472990
char unknown552[4];
unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a ); //0x022C 0x46FAC0
unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x0230 0x46FB40
};

class cLTClient
{
public:
char unknown0[156];
unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot ); //0x009C 0x46D840
unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos ); //0x00A0 0x46D7D0
char unknown164[32];
unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk ); //0x00C4 0x472C60
char unknown200[108];
unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut ); //0x00CC
unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0
char unknown316[28];
unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags ); //0x0158 0x474160
};

class cGameClientShell
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
virtual void Function23();
virtual void Function24();
virtual void Function25();
virtual void Function26();
virtual void Function27();
virtual void Function28();
virtual void Function29();
virtual void Function30();
virtual void Function31();
virtual void Function32();
virtual void Function33();
virtual void Function34();
virtual void Function35();
virtual void Function36();
virtual void Function37();
virtual void Function38();
virtual void Function39();
virtual void Function40();
virtual void Function41();
virtual void Function42();
virtual void Function43();
virtual DWORD GetClientInfoMgr();
virtual DWORD GetInterfaceManager();
virtual DWORD GetPlayerManager();
virtual void Function47();
virtual void Function48();
virtual void Function49();
virtual void Function50();
virtual void Function51();
virtual void Function52();
virtual void Function53();
virtual void Function54();
virtual cSFXMgr* GetSFXMgr();
};

class cLTModel
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node );
virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen );
virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual unsigned int GetNumNodes( int* Obj, unsigned int &num );
};

class cLTCommon
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual unsigned int CreateMessage( int* pMsg );
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );

};

class cLTDrawPrim
{
public:
char unknown0[40];
void( WINAPI *SetRenderMode )( int mode ); //0x0028
char unknown44[88];
void( WINAPI *DrawPrimitive )( void* q, unsigned int count ); //0x0084
char unknown136[64];
unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
};

class c_player
{
public:
char unknown0[4];
__int32 ClientID;
char unknown1[4];
int* Object;
__int32 Kills;
__int32 Deaths;
char unknown52[44];
__int32 HeadShots;
char unknown100[12];
__int32 TeamID;
char unknown47[4];
bool isDead;
char unknown4[491];
c_player* Next;
};

class c_object
{
public:
char unknown0[4];
D3DXVECTOR3 MaxRootPosition; //0x0004
D3DXVECTOR3 MinRootPosition; //0x0010
char unknown28[120];
BYTE ObjectColorR; //0x0094
BYTE ObjectColorG; //0x0095
BYTE ObjectColorB; //0x0096
BYTE ObjectColorA; //0x0097
char unknown152[4];
float ObjectScaleX; //0x009C
float ObjectScaleY; //0x00A0
float ObjectScaleZ; //0x00A4
char unknown168[16];
float xPlayerUnit; //0x00B8
float yPlayerUnit; //0x00BC
float zPlayerUnit; //0x00C0
float PlayerUnitWidth; //0x00C4
D3DXVECTOR3 RootPosition; //0x00C8
char unknown212[4];
float Pitch; //0x00D8
float Yaw; //0x00DC
float Roll; //0x00E0
};

class cClientInfoMgr
{
public:
DWORD Unk;
c_player* First;
unsigned int LocalIndex; //0x0008
char unknown2[48];
__int32 iAlphaScore;
__int32 iBravoScore;
char unknown5[12];
__int32 iGameMode;

inline c_player* GetClientByID( int id )
{
c_player* ptr = First;

while( ptr )
{
if( ptr->ClientID == id )
return ptr;

ptr = ptr->Next;
}
return NULL;
}
};


class cClientWeaponMgr
{
public:

cClientWeapon** WeaponList; //0000
__int32 MaxWeapons; //0004
__int32 WeapIndex; //0008
cClientWeapon* CurrentWeapon; //000C
BYTE WeaponsEnabled; //0010
BYTE WeaponsVisible; //0011
char unknown16[20];
__int32 nCurrentWeaponID; //0x0024
};

class cPlayerMgr
{
public:
char pad[24];
cClientWeaponMgr* WeaponMgr; //0018
char unknown0[48];
float Pitch; //0048
float Yaw; //004C
float Roll;
char unknown3[220];
int* CameraObject; //012C

__inline cClientWeapon* GetCurrentWeapon()
{
if( WeaponMgr && WeaponMgr->CurrentWeapon )
return WeaponMgr->CurrentWeapon;

return NULL;
}
};

class cObjName
{
public:
char unknown0[4];
char Name[28]; //0004
};

class cBaseFX
{
public:
char unknown0[16];
int* Object; //0010
D3DXVECTOR3 Pos;
char unknown1[28];
cObjName* gotoObjName; //003C
char unknown2[16];
BYTE Unknown3; //0050
BYTE OwnerID; //0051
};

class cCharacterFX
{
public:
char unk1[16];
int* Object; //0x10
char unk2[44];
int IsPlayer; //0x40
char unk3[40];
unsigned char Index; //0x6C
char unknown112[8]; //0x0070
float fStartPitch; //0x0078
float fStartYaw; //0x007C
char unknown128[1224]; //0x0080
BYTE unk1287; //0x0548
bool bIsDead; //0x0549
bool bSpawnSheild; //0x054A
BYTE unk5563; //0x054B
char unknown1356[12]; //0x054C
int* hHitbox; //0x0558
char unknown1372[96]; //0x055C
WORD wUnk; //0x05BC
WORD wHealth; //0x05BE
WORD wArmor; //0x05C0
};

class Something
{
public:
bool bIsAlive; //0000
};

class WepInfo
{
public:
__int32 iBackPackABulletsLeft; //0000
__int32 i2ndaryBulletsLeft; //0004
__int32 Unknown0;
__int32 iGrenadesLeft; //000C
__int32 iBackPackBBulletsLeft; //0010
};

class Info
{
public:
char unknown0[12]; //0x0000
__int32 iHP; //0x000C
__int32 iAP; //0x0010
__int32 iMaxHP; //0x0014
__int32 iMaxAP; //0x0018
WepInfo* gotoWepInfo; //0x001C
Something* goToSomething; //0x0020
char unknown36[352];
float fStamina; //0x0184
__int32 iIsRunning; //0x0188
__int32 iIsJumping; //0x018C
__int32 iWeaponSlotInUse; //0x0190
char unknown404[44]; //0x0194
c_player* goToPlayers; //0x01C0
};

class LocalInfo
{
public:
Info* goToInfoClass; //0000
};

class cLTMessage
{
public:
virtual void Function0();
virtual void DoInit();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual int DoSomething();
virtual void Function8();
virtual void WriteBits( int value, int size );
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void WriteString( const wchar_t* data );
};

class cFont
{
public:
virtual void Function0();
virtual void Function1();
virtual void SetSomthing( int a, int b, int c, int d );
virtual void Function3();
virtual void Render();
virtual void Function5();
virtual void Function6();
virtual int GetX();
virtual void SetPos( int x, int y );
virtual void GetPos( int* x, int* y );
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual float GetScaleX();
virtual float GetScaleY();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
virtual void Function23();
virtual void Function24();
virtual void Function25();
virtual void Function26();
virtual void Function27();
virtual void Function28();
virtual void Function29();
virtual void Function30();
virtual void Function31();
virtual void Function32();
virtual void Function33();
virtual void Function34();
virtual void Function35();
virtual void Function36();
virtual void Function37();
virtual void Function38();
virtual void Function39();
virtual void Function40();
virtual void Function41();
virtual void Function42();
virtual void Function43();
virtual void SetColor( int c, int c_, int c__, int const_num );
virtual void Function45();
virtual void Function46();
virtual void Function47();
virtual void Function48();
virtual void Function49();
virtual void Function50();
virtual void Function51();
virtual void Function52();
virtual void Function53();
virtual void Function54();
virtual void Function55();
virtual void Function56();
virtual void Function57();
virtual void Function58();
virtual void Function59();
virtual void Function60();
virtual void Function61();
virtual void Function62();
virtual void Function63();
virtual void Function64();
virtual void Function65();
virtual void Function66();
virtual void Function67();
virtual void Function68();
virtual void Function69();
virtual void Function70();
virtual void Function71();
virtual void Function72();
virtual void Function73();
virtual void Function74();
virtual void Function75();
virtual void Function76();
virtual void Function77();
virtual void Function78();
virtual void Function79();
virtual void Function80();
virtual void Function81();
virtual void Function82();
virtual void Function83();
virtual void SetText( unsigned short* text, int cont_num );
};

class cWeaponInfo
{
public:
char unknown0[12]; //0x0000
DWORD dwClientWeaponType; //0x000C
char unknown16[16]; //0x0010
DWORD dwAlt_InstDamage; //0x0020
DWORD dwInstDamage; //0x0024
DWORD UNK; //0x0028
char unknown44[104]; //0x002C
DWORD dwFireSnd; //0x0094
char unknown152[108]; //0x0098
float fFireDelay1; //0x0104
float ffiredelay1; //0x0108
DWORD dwMaxAmmo3; //0x010C
DWORD dwMaxAmmo2; //0x0110
char unknown276[276]; //0x0114
DWORD dwCrossHairA; //0x0228
DWORD dwCrossHairR; //0x022C
DWORD dwCrossHairG; //0x0230
DWORD dwCrossHairB; //0x0234
BYTE TripleShotMode; //0x0238
char unknown569[3]; //0x0239
DWORD dwTripleShotRoundNum; //0x023C
float fDamageRFacter; //0x0240
char unknown580[28]; //0x0244
DWORD dwInfiAmmo2;
DWORD dwInfiniteAmmo; //0x0264
DWORD dwHideWhenEmpty; //0x0268
DWORD dwIsAmmo; //0x026C
char unknown624[4]; //0x0270
DWORD dwShotsPerClip; //0x0274
char unknown632[52]; //0x0278
float fZoomTime; //0x02AC
DWORD dwMinPerturb; //0x02B0
DWORD dwMaxPerturb; //0x02B4
float fDuckPerturb; //0x02B8
float fMoveDuckPerturb; //0x02BC
DWORD dwZoomedMinPerturb; //0x02C0
DWORD dwZoomedMaxPerturb; //0x02C4
DWORD dwRange; //0x02C8
char unknown716[12]; //0x02CC
DWORD VectorsPerRound; //0x02D8
char unknown732[40]; //0x02DC
float fPerturbIncSpeed; //0x0304
float fPerturbDecSpeed; //0x0308
char unknown780[4]; //0x030C
float fZoomedPerturbIncSpeed; //0x0310
float fZoomedPerturbDecSpeed; //0x0314
char unknown792[4]; //0x0318
float fBaseCamRecoilPitch; //0x031C
float fBaseCamRecoilAccelPitch; //0x0320
char unknown804[36]; //0x0324
float fTripleShotMaxCamRecoilPitch; //0x0348
float fTripleShotBaseCamRecoilPitch; //0x034C
char unknown848[8]; //0x0350
DWORD dwTripleShotMinPerturb; //0x0358
DWORD dwTripleShotMaxPerturb; //0x035C
float fTripleShotPerturbIncSpeed; //0x0360
float fTripleShotPerturbDecSpeed; //0x0364
char unknown872[112]; //0x0368
DWORD dwFireRate; //0x03D8
DWORD dwMoveSpeed; //0x03DC
DWORD ID03B39CC0; //0x03E0
char unknown996[32]; //0x03E4
BYTE DisableCrosshair; //0x0404
char unknown1029[27]; //0x0405
float fCameraSwayXFreq; //0x0420
float fCameraSwayYFreq; //0x0424
char unknown1064[12]; //0x0428
DWORD dwTargetCrosshairFlag; //0x0434
DWORD dwEffectRange; //0x0438
char unknown1084[192]; //0x043C
DWORD dwFireDelay; //0x04FC
};

class cWeaponMgr
{
public:
char unknown0[5564];
cWeaponInfo** Weapons; //15BC
__int32 WeaponCount; //15C0
};

class CILTDrawPrim;
class CILTDrawPrim
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void function25(); //
virtual void function26(); //
virtual void function27(); //
virtual void function28(); //
virtual void function29(); //
virtual void function30(); //
virtual void function31(); //
virtual void function32(); //
virtual void function33(); //
virtual void function34(); //
virtual void function35(); //
virtual void function36(); //
virtual void function37(); //
virtual void function38(); //
virtual void function39(); //
virtual void function40(); //
virtual void function41(); //
virtual void function42(); //
virtual void function43(); //
virtual void function44(); //
virtual void function45(); //
virtual void function46(); //
virtual void function47(); //
virtual void function48(); //
virtual void function49(); //
virtual HRESULT Project( float x, float y, float z, D3DXVECTOR3* pProjectOut, D3DXVECTOR3* pTransformOut); //
char unknown[17232]; //0x0004
D3DXMATRIX World; //0x4354
D3DXMATRIX View; //0x4394
D3DXMATRIX Projection; //0x43D4
};


struct Charectors
{
Charectors()
{
Charector = NULL;
SFXOBJ = NULL;
}

int iIsPlayer,
iNameLen;

bool bIsDead,
bVisible,
bOnScreen,
bSpawnShield,
bValidObj,
bValidCoords;

float fDistance;

Transform HeadTransform,
AimTransform,
PredictedAimTransform;

D3DXVECTOR3 FootPos, FootScreen,
HeadScreen, FinalAimSpot;

c_player* Charector;
cCharacterFX* SFXOBJ;
};
struct Local
{
Local()
{
Object = NULL;
CameraObject = NULL;
Local_Player = NULL;
}

bool bDead;
int* Object;
int* CameraObject;

unsigned int iIndex,
iTeam,
iGameMode;

D3DXVECTOR3 CameraPos;

c_player* Local_Player;
};
#endif[/html]

So how i can do a real enemy check with THESE classes?

Plz help me.
PS: I dont release any hacks like choclate!
Code:
CharFX *pFX = (CharFX*)SFXMgr->SFXList[SFXList.Char].List[i];
				
if(Hack.Readys.Valid(pFX))
{
	PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index);

//bla bla bla

bool Doit = false;

if(!Enemy.Enabled)
	Doit = true;
else if(Enemy.Enabled)
{
	if(pPlayer->Team != pMe->Team)//Check for team
		Doit = true;									
}
if(Doit)
{
	DWORD COL = 0x00000000; 
	
	if(pPlayer->Team == pMe->Team)
		COL = 0xFF0077FF;
	else if(pPlayer->Team != pMe->Team && pFX->bSpawnSheild)
		COL = 0xFFFF7700;
	else if(pPlayer->Team != pMe->Team && !pFX->bSpawnSheild)
		COL = 0xFFFF0000;
								
	if(Line.Enabled)//LineESP
	{
		Formation Trans;//u must use Transform struct: Transform MainTransform;
		UINT Torso;
		pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
		if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans,  true ))
		{
			if(IsVisible(pMe->obj->Position,Trans.Pos) && pPlayer->Team != pMe->Team && !pFX->bSpawnSheild && pFX->IsPlayer)
				COL = 0xFF00FF00;

			if(D3D.Misc.WorldToScreen(Trans.Pos,&Screen))
			{
					D3D.Draw.Line(D3D.Settings.pViewport.Width/2-0.5f,D3D.Settings.pViewport.Height/2-0.5f,Screen.x,Screen.y,1,COL,D3D.Settings.pLine);
			}
		}
	}
Quote Originally Posted by kotentopf View Post
Code:
CharFX *pFX = (CharFX*)SFXMgr->SFXList[SFXList.Char].List[i];
				
if(Hack.Readys.Valid(pFX))
{
	PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index);

//bla bla bla

bool Doit = false;

if(!Enemy.Enabled)
	Doit = true;
else if(Enemy.Enabled)
{
	if(pPlayer->Team != pMe->Team)//Check for team
		Doit = true;									
}
if(Doit)
{
	DWORD COL = 0x00000000; 
	
	if(pPlayer->Team == pMe->Team)
		COL = 0xFF0077FF;
	else if(pPlayer->Team != pMe->Team && pFX->bSpawnSheild)
		COL = 0xFFFF7700;
	else if(pPlayer->Team != pMe->Team && !pFX->bSpawnSheild)
		COL = 0xFFFF0000;
								
	if(Line.Enabled)//LineESP
	{
		Formation Trans;//u must use Transform struct: Transform MainTransform;
		UINT Torso;
		pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
		if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans,  true ))
		{
			if(IsVisible(pMe->obj->Position,Trans.Pos) && pPlayer->Team != pMe->Team && !pFX->bSpawnSheild && pFX->IsPlayer)
				COL = 0xFF00FF00;

			if(D3D.Misc.WorldToScreen(Trans.Pos,&Screen))
			{
					D3D.Draw.Line(D3D.Settings.pViewport.Width/2-0.5f,D3D.Settings.pViewport.Height/2-0.5f,Screen.x,Screen.y,1,COL,D3D.Settings.pLine);
			}
		}
	}


Thx Kotentopf
Can u post the SearchPlayerByIndex function instead of PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index); plz?
Quote Originally Posted by ChanceOfHax View Post
Thx Kotentopf
Can u post the SearchPlayerByIndex function instead of PlayerInfo *pPlayer = SearchPlayerByIndex(pFX->Index); plz?
-.-
use brain next time:

Code:
PlayerInfo *SearchPlayerByIndex(int index)
{
	lpGetPlayerByIndex THE;
	THE = (lpGetPlayerByIndex)Hack.Addresses.GetPlayerbyIndex;
	for(int i = 0;i<16;i++)
	{
		PlayerInfo *pPlayer = THE(Hack.Addresses.ulThis,i,0);
			
		if(Hack.Readys.Valid(pPlayer))
			if(pPlayer->index == index)
				return pPlayer;
	}
	return 0;	
}
made by me, but its so simple...
creditz for GetPlayerByIndex "fatboy88"
THX ))))))))))))))))))
I have now another problem. I tried this before:
[html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans, true ))[/html]

It crahes -.- My addys r right. Whats the problem here?
Quote Originally Posted by ChanceOfHax View Post
THX ))))))))))))))))))
I have now another problem. I tried this before:
[html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);//with it u can select a bone and get the high
if(!pLTModel->GetNodeTransform( pFX->Object, Torso, &Trans, true ))[/html]

It crahes -.- My addys r right. Whats the problem here?
im sure this is not the problem
When i just use this:
[html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);[/html]
It crashes. Without not.
WHY?!?!?!
Quote Originally Posted by ChanceOfHax View Post
When i just use this:
[html]pLTModel->GetBoneNode(fx->Object,"Torso",Torso);[/html]
It crashes. Without not.
WHY?!?!?!
u make something other wrong
for me it works
wrong pointer?
Quote Originally Posted by kotentopf View Post
u make something other wrong
for me it works
wrong pointer?
U have skype or something to help me better?
PS: IM german. And its right pointer
Quote Originally Posted by ChanceOfHax View Post
U have skype or something to help me better?
PS: IM german. And its right pointer
So germans knows how to update pionters
Quote Originally Posted by whit View Post


So germans knows how to update pionters
we finally know, that his pointer was not correct :P
Quote Originally Posted by kotentopf View Post
we finally know, that his pointer was not correct :P
Well theres yer problem.
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